Suggestion

Joebasalt13

Warlord
Joined
Oct 27, 2005
Messages
215
Location
Winnipeg, Manitoba
For the next version of this mod I think that the slave rebellions frequensy should be cut in half. I play a game Earth 18 civs, with Japan and used all my production in my citys building units to control the slave rebellions which were occuring ever 3-7 turns, then I finally got feudilism and switch to serfdom, and then I started getting peasant rebellions every 5-10 turns. I think they should both be reduced.
 
I disagree. What needs to be changed is make Slavary and Serfom more stronger. I see no point in getting 1:commerce: from farms, where in WorldMap you dont have much space for them, and +50% worker rate in time where most plots should be allready improved. So i see both slavary and Serfdom a worthless civics. Caste is much more powerfull.
 
Maybe let slaves/serfs rebel with a special unit (era specific, for example), reserved only for them, and generally weaker than typical units of that era. Slaves armed with slings/clubs and up to slaves/peasants armed with rifles for modern era, but (almost) always a step down from what your troops currently have.
 
new version (under development) of rebellion component will work in this way:
- each REAL slave unit(slavery) or peasant(serfdom) have chance to revolt and appear as barb. unit
- each city (regardless of size) can suffer to slavery rebellion and spawn ONE rebel unit
- this unit will be fixed type for each era

peasant will be new unit - worker type from ancient era, upgraded to worker with liberalism(?), cheaper, but less effective
 
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